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Will the Magic System be shown the door?
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<blockquote data-quote="thedungeondelver" data-source="post: 3481909" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Bleaugh.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">To quote Michaleen Oge Flynn, </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">"When I want water I'll drink...water. And when I want whiskey, I'll drink whiskey."</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">With all due respect to Mr. Cook, there's a (good, solid) system in place with the Jack Vance inspired magic rules for <strong>D&D</strong>. I've seen and heard just about every variant in the book and so far all I've seen is stuff that puts magic-users way out of whack powerwise. Then attempts to fix it that ridiculously overcorrect in the <em>other</em> direction. <strong>WARHAMMER FANTASY ROLEPLAY</strong> has a fine magic system - <em>for <strong>WARHAMMER</strong></em>. I'm sure you could build a magic system (use the character generation system) from the <strong>CHAMPIONS</strong> rules - <em>for use in <strong>CHAMPIONS</strong></em>.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Once you strip away one <strong>D&D</strong> fundamental, why stop there? Why classes - who's the DM to tell me my paladin can't pick pockets? Why hit points - why not an injury table? Why levels? Why STR, INT, WIS, DEX, CON, CHA? Why gold? Why ...</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">There are a great many things I know I can't change back about <strong>D&D</strong>. God knows if I was calling the shots a great majority of you folks would be mighty unhappy with me. But I tell you what - and you can roll your eyes and say "WHATEVER, grandpa" or "There he goes AGAIN" but you yank out too much more and no, it <em>won't</em> be <strong>D&D</strong> any more.</span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3481909, member: 34865"] [font=century gothic] Bleaugh. To quote Michaleen Oge Flynn, "When I want water I'll drink...water. And when I want whiskey, I'll drink whiskey." With all due respect to Mr. Cook, there's a (good, solid) system in place with the Jack Vance inspired magic rules for [b]D&D[/b]. I've seen and heard just about every variant in the book and so far all I've seen is stuff that puts magic-users way out of whack powerwise. Then attempts to fix it that ridiculously overcorrect in the [i]other[/i] direction. [b]WARHAMMER FANTASY ROLEPLAY[/B] has a fine magic system - [i]for [b]WARHAMMER[/B][/i]. I'm sure you could build a magic system (use the character generation system) from the [b]CHAMPIONS[/B] rules - [i]for use in [b]CHAMPIONS[/B][/i]. Once you strip away one [b]D&D[/b] fundamental, why stop there? Why classes - who's the DM to tell me my paladin can't pick pockets? Why hit points - why not an injury table? Why levels? Why STR, INT, WIS, DEX, CON, CHA? Why gold? Why ... There are a great many things I know I can't change back about [b]D&D[/b]. God knows if I was calling the shots a great majority of you folks would be mighty unhappy with me. But I tell you what - and you can roll your eyes and say "WHATEVER, grandpa" or "There he goes AGAIN" but you yank out too much more and no, it [i]won't[/i] be [b]D&D[/b] any more. [/font] [/QUOTE]
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